Creation 1.0.32 has arrived! February 6, 2013 Hi everyone – we’re pleased to announce that Creation Platform 1.0.32 is ready for download. You can get the software from here *IMPORTANT NOTE FOR UPGRADING FROM 1.0.31* Due to some changes between versions, you must uninstall 1.0.31 before installing the new release. Creation Platform now requires OpenGL 3.2 or later. Thanks, Team Fabric 1.0.32 Release notes: Supported Platforms Mac OS X is once again a fully-supported platform. The real-time renderer has been updated to use the OpenGL 3.2 profile, which is required for OS X support. We now officially support a Windows 7 64-bit Python 2.6 build. The other supported platforms have remained the same. The complete list is: Windows 7 64-bit using Python 2.7 Windows 7 64-bit using Python 2.6 Windows 7 32-bit using Python 2.7 Ubuntu 12.04 (Python 2.7) Ubuntu 10.04 (Python 2.6) CentOS 6.3 (Python 2.6) Mac OS X 10.7 “Lion” or later (Python 2.7) Creation Platform Changes Real-time Renderer Framework Avoid recomputation of valid render targets (for example: don’t recompute a shadow map if we orbit the camera) Multiple fixes related to supporting dynamic pass changes (for example: from exposed pass options) Support for Boolean and flags as input arguments of render callbacks, and boolean as shader params Removed implicit construction of projection matrices (based on bounding volumes); now built explicitly by pass render function callbacks Support for cube map render targets (used for point light shadows), including new ‘refineTextureTarget’ render pass statement Octree queries for spheres and transformed bounding boxes Improvement of the RTR documentation All shaders are now updated to comply with OpenGL 3.2 profile. Real-time Renderer Passes and Shaders Support for orthographic cameras Shadows for all light types (directional, point and spot), including infinite lights, with various global controls exposed by the passes. Implementation of 3-level cascaded shadow maps for directional lights. Adjustment of the near/far planes of cameras and shadow maps based on the view frustum and scene bbox for more precision Integration of our SSAO and bloom in the standard passes. The effects themselves can be improved but provide a great example for the RTR Per-instance support for culling and double-sided shading, including an option to revert the culling if negative scaling (like in some DCCs) Reduction of deferred shading render target memory (Z (depth) instead of full positions + more optimal texture formats) Scene Graph Refactoring of the lights in 3 python classes with improved construction options (PointLight, SpotLight and DirectionalLight) The Image node class hierarchy was refactored to store pixels in a registered type. this makes querying of pixel values from within KL code easy. An example ‘Displacement Deformer’ was added that demonstrates deforming a mesh using pixel values. The Alembic exporter has been updated and now supports a wider range of scenarios. Refactored our reference interface system. Now each node maintains a list of InPorts and OutPorts. These can be used to navigate the graph and explicitly create connections between nodes. Fixes to Curve Editor Framing, and background grid drawing. A collection of minor bugs were fixed. DCC Integration Support for Maya 2013 integration on Linux Licensing RLM floating licenses are now per-host and not per-process. This is not a change in Creation Platform but rather in our license generation settings; any user who wants their previous floating license updated to be per-host instead of per-process can contact us. Creation Core Changes CAPI: Add support for calls into Creation Core from different threads in the client Fix optimized code cache on machines running in non-US locales A few small Python client fixes that could cause crashes on invalid input.